⌂ Hub · The Old Clearing · ⚔ The Croaking Dark
Round 1
🔒 DM view — players should not see this screen.
⚔ InitiativeRound 1

On your turn

Move up to your speed (split it before and after your action) · 1 action · 1 bonus action only if a feature gives you one · talking and one quick object interaction are free.

Attack
Strike with a weapon or your fists.
Cast a Spell
A spell with a casting time of 1 action.
Dash
Double your movement this turn.
Disengage
Move without provoking opportunity attacks.
Dodge
Attacks against you have disadvantage; you have advantage on Dex saves — until your next turn.
Help
Give an ally advantage on their next ability check or attack.
Hide
Make a Stealth check to become unseen.
Ready
Prepare an action with a trigger ("I shoot when it moves").
Search
Make a Perception or Investigation check to find something.
Use an Object
Drink a potion, pull a lever, pick a lock.

Not your turn

Reaction (1 per round)
Opportunity attack when a foe leaves your reach, the shield spell, and similar.

Conditions

Blinded
Can't see. Attacks against you have advantage; yours have disadvantage.
Charmed
Can't attack or harm the charmer.
Deafened
Can't hear.
Frightened
Disadvantage on checks and attacks while the source is in sight; can't move closer to it.
Grappled
Speed is 0.
Incapacitated
Can't take actions or reactions.
Invisible
Can't be seen. Attacks against you have disadvantage; yours have advantage.
Paralyzed
Incapacitated; can't move or speak; attacks against you have advantage and auto-crit within 5 ft; fail Str/Dex saves.
Petrified
Turned to stone. Incapacitated; resistant to damage.
Poisoned
Disadvantage on attacks and ability checks.
Prone
Melee attacks against you have advantage, ranged have disadvantage; your attacks have disadvantage; standing costs half your movement.
Restrained
Speed is 0; attacks against you have advantage, yours have disadvantage; disadvantage on Dex saves.
Stunned
Incapacitated; can't move; fail Str/Dex saves; attacks against you have advantage.
Unconscious
Incapacitated; can't move or speak; unaware of surroundings; attacks against you have advantage and auto-crit within 5 ft.
The hobo camp battle map
🖱️ Drag tokens to move them · double-click a token to rename it · drag a token off the map to send it back to the tray.
Player view — the map and tokens, nothing else. Hit ⛶ Map for the fullscreen display: live initiative plus a ⚔ Actions cheat sheet.
Staging tray — drag onto the map when they arrive (Old Croaker erupts, tressym dive in). Click ✕ to remove a token.

⏱ Rounds & Turns

🌀 Summoning Ritual

0 / 5
+1 each round Mudmother chants. 5+ dmg to her in a round, or topple the altar (Athletics DC 14), drops it by 1. At 5: Croaker erupts at full strength.

📋 Initiative

📌 Quick Reference

  • De-escalation: genuine offer of food/work → parley, Persuasion DC 13 (advantage with real food or vouched work). Star moss: advantage on Cha checks.
  • Warrior morale: at half HP → DC 11 Wis save or flee. Half the warriors down/fled → rest flee automatically.
  • Tressym: top of round 2, 1d4+1 dive (+4, 1d4+2). Whistle the town call (action) for 1d4 more — once per PC. They won't touch Croaker.
  • Tuning: struggling → 4 warriors. Stomping → ritual finishes a round early.

📖 Stat Blocks

Bullywug Warrior AC 12 · HP 11

Speed 20 ft., swim 40 ft.   STR 12 DEX 12 CON 12 INT 7 WIS 10 CHA 7

Bite. +3 to hit, 5 ft. Hit: 4 (1d6+1) piercing.

Spear. +3 to hit, 5 ft. or 20/60 ft. Hit: 4 (1d6+1) piercing.

Morale. At half HP: DC 11 Wis save or Disengage and flee. Half the warriors down/fled → the rest flee.

Mudmother, Bullywug Shaman AC 11 · HP 27

Speed 20 ft., swim 40 ft.   WIS 14 (+2)

Gnarled Staff. +3 to hit. Hit: 4 (1d6+1) bludgeoning.

Spellcasting (1/day each): fog cloud, entangle (DC 11, grasping mud).

Croaking Chant. Action: chants at the mud altar → ritual +1.

Old Croaker, the Drowned King AC 11 · HP 39 (19 weakened)

Speed 20 ft., swim 40 ft.   STR 15 (+2)

Bite. +4 to hit. Hit: 7 (1d10+2) piercing, grappled (escape DC 12).

Swallow. Bite a grappled Medium-or-smaller target: swallowed (blinded, restrained, 3 acid/turn). Escape: DC 12 Str, or deal 8+ damage in one turn.

Dread Croak (recharge 5–6). 30 ft.: DC 11 Wis or frightened 1 min (save each turn).

Weakened: HP 19, no Swallow, no Dread Croak.

Tressym AC 12 · HP 5

Dive. +4 to hit. Hit: 1d4+2 slashing vs. a bullywug of the party's choice, then climbs out of reach. They will not engage Old Croaker.

🗑 Danger Zone